2015
DOI: 10.48550/arxiv.1512.02922
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MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

Abstract: Figure 1. MetaSpace II is a social Virtual Reality system where multiple users can not only a) see and hear but also walk around in space, and b) grasp and manipulate objects. When users touch or pick up an object in the virtual world, they simultaneously also touch or pick up it's counterpart in the physical world. (c) In MetaSpace users interact with each other both in the real, and d) the virtual world.

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Cited by 6 publications
(7 citation statements)
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“…For example, inclusion of smells [168,169] and haptics [170] have shown to improve sense of immersion. Haptics can be used to provide the user with cues about physical characteristics of an object (e.g., weight or texture) hence increase sense of realism [171,172]. Vibrotactile feedback, in turn, provides feedback when interacting with virtual devices [173], thus also improving the sense of realism [174].…”
Section: Multiple-sensorial Media Applicationsmentioning
confidence: 99%
“…For example, inclusion of smells [168,169] and haptics [170] have shown to improve sense of immersion. Haptics can be used to provide the user with cues about physical characteristics of an object (e.g., weight or texture) hence increase sense of realism [171,172]. Vibrotactile feedback, in turn, provides feedback when interacting with virtual devices [173], thus also improving the sense of realism [174].…”
Section: Multiple-sensorial Media Applicationsmentioning
confidence: 99%
“…Considering VR as a learning tool that may also appeal for private use, such as home-based training, it would be unrealistic to assume that the previously described technology is affordable for a private user or household. Therefore, other systems emerged as a practical alternative [9,10]. High Tech Computer Corporation (HTC, Taiwan) has developed a wireless, battery-powered photoreceptive tracker (the HTC VIVE Tracker), allowing for the visualization of body limbs through replacing the trackers' mesh with a realistic-looking body mesh (often the forearms) [11].…”
Section: Introductionmentioning
confidence: 99%
“…Thus, the sense of immersion and presence in the virtual simulation is enhanced when the movements of the virtual avatar align with those of the user in the real world [44,45,53]. A distinct example of this is when users observe their virtual hands and arms move in synchronization with their physical actions, enriching their immersive experience [35,46,56].…”
Section: Introductionmentioning
confidence: 99%